This is the last personal check in for us this year. Unfortunately, though, it will be anticlimactic. If you read my last check-in, you would know that I was told by my team lead that I have nothing to do. The same is true for this week. Our project is in a "compiling" stage, so there is "nothing for me to do". On one hand, I feel like I'm being left out of the project. On the other hand, I enjoy not having to stress about anything. Back to the other hand, I'm am pretty bored and wouldn't mind something to do. Here's another thing that I made for my portfolio. Overall, I'm bored and feel left out. I am looking on the bright side and enjoying my "time off" but otherwise im kinda over it
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I had 2 AP tests this week, so I missed two days. Besides that, I was told by my team lead that I had nothing to work on this week because the game is more of a compiling stage, so I had nothing to do. Because of this, I mainly worked on stuff for my portfolio. I made this gradient in paint, and it took a very long time because I had to do it pixel by pixel (or at least diagonal rows, about 240 or so). I am really disappointed that there is not a gradient tool in paint. Anyways, I hope that I will have something to do in the near future. I am bored in class and am looking for things to do, as much as I don't want to do this project. Hopefully I will get some work soon.
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Risk of rain 2 has recently had a DLC content update, and since I bought it, I have been loving every second of it. This update has added a couple of new things to the game, all of them being interesting and fun. There have been new items, new survivors, new a new game mode, and a new boss, among other small changes. Each new item is unique and some even have synergy with both other new and previously existing items. There is even a new class of items that "corrupts" all versions of that item you hold. I think this change is really interesting and adds a new dynamic to how you play, having to make choices about what items you want to convert and what items you want to keep. The new survivors are also pretty cool, having unique mechanics and synergies with certain items. Firing speed affects the Railgunner differently, and the new item tier (void items) as well as healing items affect the Void Fiend. The new game mode is pretty weird and I only tried it once. I don't really play the alternate game modes, so I'm not going to talk about them. The biggest part of the update was the addition of time moving while in the void fields and the addition of a new boss that can be accessed from there (among other places). The void fields change makes it no longer a no-brainer, so you have to choose when you want to enter and how long you'll stay. There is an interesting change where it now counts as a stage, so you can get scavengers on stage 5, but that's more in-depth tech I don't feel the need to talk about. Overall, I have loved this update and have been playing it to death. The new boss is pretty hard, but me and my friend really only do command runs, so we are overpowered by the time we get there. That being said, it's still difficult and still enjoyable. This was a really good update and well worth the money. I would totally recommend getting this update, as well as the base game if you don't have it already.
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This week was VERY short for me. We had a day off on monday, I had an AP test on tuesday, and I was sick on friday. Needless to say, I didn't get anything done. That being said, our team lead wasn't in to me new instructions anyways, so I don't know what I was supposed to be doing. Here's a picture from artbreeder! I wont be in class on the 9th or 12th of next week because of AP tests, so right now I'm just hoping I'll be in class at the same time as the team lead so I can get some instruction. In class I've been working on a gradient in paint that looks pretty, but it doesn't contribute anything to the project at hand. Hopefully I will be able to be updated soon.
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This week, I mainly worked on fixing my PBM game, so I didn't do much in the way of our group project. What I did was I added new assets for the walls of each of my levels to make them more interesting, as well as adding an introduction screen with instructions for the game. This took me a few days, but I'm happy with what I ended up with. I definitely learned something new regarding the button mechanic and how to make a main menu. Because of that, that is what I'm most proud of. I hope I'll get more information on what I'm doing next week soon.
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This week was more normal, but I was absent tuesday so you could say it was technically a shorter one. I continued with what I was already doing and moved to placing the walls that I made into the unity scene. As I said, this week I made some more walls and began to bring them into Unity. I don't know why they kept their colors from unity but not their material/texture, but that's an issue for another day, so I won't worry about it right now. It doesn't affect anything anyways. Personally, I preferred the modular crystals for the walls, as I could mix and match them to make unique and more interesting structures and patterns, but I was told to do this, so I did it anyways. Another problem I had was that tere isn't a key for the layout, so I don't know where to put the walls. I think I figured it out without having to ask, but if I'm wrong I'll change it. Overall, I'm most proud of the fact that I had no issues importing my objects into Unity. I think at this point I've figured out how everything in that regard works and am happy with what I have done. Next week I will most likely be told what to do, as I do not know what is next for me right now. Maybe I'll have to make more walls, maybe there will be a key for the layout so I can place things correctly (if I was wrong).
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This week was a shorter week, since we don't have school on friday. That being said, I still got a bit done in terms of what I was supposed to be doing. I also feel like it was easier to not render since the material is so glossy. This week I was supposed to make crystal structures that would better act as wells, being more thick/wide, but still have jutting, polygonal features that make it seem natural. I think that they turned out pretty well. I probably am going to make more of them, but for now this is what I have. I think the biggest thing I had to do was get reacquainted with 3DS max. I know I've been using it for the past 2 or so weeks, but this is the first time I've really had to use it. I used the pro-boolean and edit poly features for pretty much everything. Id say the pink wall is what I'm most proud of and is what was the most important thing I did this week. Next week I'll probably continue to make walls and work on whatever new things are thrown at me. I hope it's nothing too complicated, but I know rigging is in my future, so I'll have to learn how to do that soon.
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I didn't do much this week. I was absent on monday, so I didn't get to start on anything on time. I didn't have much to do anyways, so I'm not strung up by it. I was told to look at the concept art and start to make new crystal models/find more. The image on the left is another modeled crystal that I found, and the right is my attempt based on concept art. The material is awful so its harder to see. Personally, I liked the low poly crystals I was using initially. They looked way better and had way more potential for mixing and matching/variety in the scene. The new crystal I found feels like too much is going on and doesn't really fit with what was being gone for. The crystal I modeled is just plain terrible. I could put more work into the crystals I'm modeling, though, so its not the end of the world. I didn't do much this week, so I'd say the most important thing was the realization that the new crystal isn't great. I even placed it in the unity scene and saw how it kind of clashed with everything else. I still am awaiting meaningful instruction and am hopeful for what comes next.
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This week I downloaded a version of our whitebox scene and started placing the crystals within the scene in the marked areas. This was a lot easier and nicer to do since I previously separated the individual crystals so I could mix and match them instead of having to place down the same looking uniform group every time. I didn't run into any problems doing this, it was mainly just tedious and time consuming. I wanted to make each clump seem different so things would be stale or look like they were just copy pasted (even they technically were, its different enough to make it seem unique). Since this is the only thing I did this week, I'd say my greatest accomplishment was a few of the good looking clusters. They turned out pretty nice, so I'd say that was what was best. I still don't know what's going to happen next. I'm sure I'll be told what I'm supposed to be doing when we get back from break, but for right now, I'd say I have to learn how the sharing of the files works, as that is still kind of confusing to me. Otherwise, I don't know what's coming up next.
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This week I started to work with one of the assets that I had compiled for our game. I looked to make it as convenient as possible to import into unity. I opened the file in 3DS Max and used modifiers to detach objects from each other and then grouped them together to make it as convenient as possible. I wanted to make the materials in 3DS Max (as presented in the image) for the illumination and transparency, but I couldn't figure out how to get them to carry over. The objects and their groups carried over fine, but the objects came in with no material. I tried to look into ways to carry them over but instead I just settled for the unity materials. Plus, other people would be making the textures for the crystals anyways, so I don't think it's that big of an issue. I am proud of how the groups stayed consistent when carried over from 3DS Max. I took some extra time to ungroup objects that came together grouped, and I'm glad I did. Next week I will continue to 3D model for my team.
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